Blake Strongflank

Comments

Hello! I really enjoyed your game, it was fun and stressful but it always made me want to finish the game (even though I was a bit far off) and the design was cool and those lovely death animations were indeed a highlight! I made a let's play of your game here~

Great game! It played very smoothly and the controls and everything else was perfect! I was able to play the whole thing with the arrow keys. It's been forever since I've played one of these type of games since a very old ninja game that I used to play on the pc (don't remember what it was called). I found out something that you might or might not want to fix (personally, I think it would be fun to leave it since it gives the player a sense of "Holy sh** that was super lucky!" it did with me haha it happend to me twice) which is, sometimes, by a miracle, you land next to one of the saws and not die, literally right next to one (not on the level that had a little gap for landing in between two). Like on saws that are on the edge. I bet the odds of it happening aren't that much but still, just so you know that there's some space that someone could use to land next to one and not die. It's not really a problem but just letting you know. Oh and I loved the reference in room 305! That's one of my favorite childhood games.

I absolutely loved the game and am currently stuck on 909. But I suggest you guys make it so we just respawn on the screen and not do that little loading screen. It gets very annoying. Other than that. Great game!

Thank you for playing. Really glad you enjoyed it so far. You can quick restart after you die by pressing R on your keyboard or the back button on a 360 pad. Let me know if you're still stuck on 909 and want a hint! 😃

Hey, I dug this a lot! Really fun Super Meat Boy-like. Some feedback, since it's still in beta.

-Having the wall jump be activated with just one key, rather than the usual two, feels really nice and makes a lot of sense! This was a super nice touch.

-Going through the exit door doesn't need to be a button press--if I get to the exit door, I'll obviously want to go through it!

-Respawn times could be much shorter. Steal the instant deaths and respawns from Meat Boy too. ;)

-I think there are a lot of tiiiiny tweaks you could make to the controls to make the game feel a little better too. For example, making it so that the upwards motion of a jump only lasts as long as the up arrow is pressed--this would change how the game is played a little bit and might require reworking some of the levels, like 503, but would make the moment-to-moment experience feel a little juicer. (Probably!) Maybe play with the acceleration a little bit too, during the split second between pressing the left or right arrow and reaching full speed?

-Some of the cooler particle effects feel a little out of place, haha. Like the cloud of blood that appears when you die--definitely rad as hell, but doesn't totally jive with the art style.

Really enjoyed my time with this though! Very fun platformer with some great level design. I like how the levels are sort of puzzle-y, and that you sort of need to figure out the right way to jump through them, rather than just executing a path you already know. Looking forward to playing the final version!

finished the game. controls feel really nice and fluid, would need some polish in graphics department though. the most difficult jump is in 907. and 910 seemed impossible, seemed like i was doing everything pixel perfect, but saw was still getting me all the time. turns out needed to go a slightly different route. good job with the game!

While being another game in the long line of ultra-difficult platformers, Blake Strongflank does not disappoint in the least.

The difficulty creeps up on you. One moment you'll be cruising through some of these levels, the next you'll be throwing your controller against the wall for not getting the double-jump on the exact pixel you need to clear the acid.

Controls are good, graphics and sound are excellent, gameplay as well.

Hey! Great work getting so far. It's all down to super specific timing. You have to jump up the wall with the red pipe overhang, wall jump left at the last minute then air jump to loop all the way over to the right.

You just have to get the timing just right, not too early and not too late.

Oh man. Alright, I beat the game in one sitting. That was pretty brutal, by the end there. Two of the 900 levels (903 and I think 901) made me notice the unforgiving nature of the jump timing - either there's a frame delay on the jump or it's not picking up interframe input until the next frame, which would not be an issue unless framerate is locked at 30 or 60 fps or something. Fraps won't give me a framerate count so I'm not sure.

907 was basically impossible until I switched to controller; my fingers can't do all of that at once, apparently, but toggling on a stick in short-time-frame sync with a jump is apparently much easier. 910 was brutal. It was difficult to execute, yes, but I figured out the correct motion pretty quickly, and had to spend the next fifty lives guess-and-checking every possible jump-off-point and midair jump timing until I found the correct one. then dying at least three times to the sawblade on top of the left-side pillar didn't help the situation.

I definitely like the game, though. The auto-walljumping was novel, though a little strange, and definitely killed me a couple of times sliding down vertical shafts - trying to move away from the wall resulted in a suicide jump into a pipe. the walljump-direction limiting was a little strange; I get it, you need to prevent climbing, but there were a few levels where I would want to walljump around a hazard and then land on the inner wall of the next platform over, which I could not because walljumping simply didn't work. If this was somehow explained graphically (character leaps and points in a direction and doesn't turn back around even when he is falling back in the other direction), that could help, but otherwise I think I would recommend allowing for walljumps on different walls pointing the same direction, or design levels such that it is not tempting to try.

Side note: it might be nice to get some indicator of whether double-jump is still available, e.g. Mute Crimson + sparkles or Tinertia's backpack glow? Also, the death-respawn time is frustratingly long. (yes, two seconds is frustratingly long. The quickest comparison is Super Meat Boy, which puts you back in the game in a fraction of a second, and is awesome, and despite being ultrahard, is not frustrating). If the death animations are important, maybe don't also make us wait for the screen-cover fade?

Anyways, cool stuff! I'll definitely be back for the last ten levels when the full version is out. Good luck!

So I have given Blake a pretty decent go now and have to say its very enjoyable. One thing to note is its very hard although i am not very good at games. I know people love games that are hard and this will be right up there street.I can see there has been a lot of time put in to the mechanics and it feels really solid.

Thanks for playing! Looks like you're hitting the jump button to wall jump and you're using up your air jump too early. Try just moving away from the wall to wall jump, then you should have you air jump left over.